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Document custom model bones and CEB editor - #2
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Add documentation for the new custom model bones feature (texture + elements) and link to the Custom Emote Bones Editor tool. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Use pathname:// protocol for static file link to bypass Docusaurus broken links check. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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I think it's best if the geometry stuff has it's own page |
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Stop drinking already! It's the same feature and it belongs on the same page |
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Well, the issue is that the title wiki entry doesn't give the reader any indicator that this feature can be used for custom geometry |
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It already points to custom bones, both in the title and in the embed description |
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Well, having custom bones like the old system is different than having custom cubes/geometry |
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Custom geometry is not a standalone feature; it is built on a system of models and pivots that have been around for a long time |
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LGTM |
The custom bone models editor needs the same area that takes a file either dropped onto it or picked after a click, so it moves out of the converter into src/components/FileDrop.tsx, styles and all. The converter looks and behaves as before. The one change is that the file input is cleared after every pick: picking the same file again, say after saving it once more, used to do nothing. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
static/cbm_editor.html was a standalone page with a theme of its own. It is now /cbm-editor, a page in the site's layout like /opus-converter, which walks through the emote, the model and its textures, the bone and the result. Everything the old editor showed is still there: the bones as soon as the emote is loaded, a bone's pivot, elements and texture, the model's format and embedded textures, the texture variables, the atlas preview and the start of the result JSON. The conversion now follows what PAL's cmm branch reads, which is vanilla 26.3 block model elements with one texture per bone, and Blockbench's own Java export. The old editor got a lot of that wrong: - it copied a .bbmodel cube's rotation as an array and dropped its origin, which Minecraft cannot parse and PAL's network code throws on; - it matched faces to textures by id instead of by index, so a project with a deleted or renamed texture got the wrong one; - it took UVs for pixels of the image, so an HD texture showed a quarter of itself, and left faces without UVs spanning the whole atlas; - projects on a centred grid, the emote rig included, came out 8 px off, and inflate, tint, transparent faces, cubes kept out of export and rotated groups were lost; - it rounded UVs to 0.01, up to a third of a pixel on a wide atlas; - it only read bones from the root model, not from an animation's own. It also handles .png.mcmeta and animated Blockbench textures, writes shade_direction_override since 26.3 no longer reads shade, and refuses what Minecraft would not load: cubes past -16..32, formats it cannot read and models whose cubes are in a parent. The result keeps the emote's file name so that it still finds its .opus. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Add documentation for the new custom model bones feature (texture + elements)
and link to the Custom Emote Bones Editor tool.